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authorJeremy <Golrag@users.noreply.github.com>2017-12-29 22:32:07 +0100
committerjackpoz <giacomopoz@gmail.com>2017-12-29 22:32:07 +0100
commite42903ec16f4849b71bc8736e3151a1e11d3cd25 (patch)
tree80bfb40b6e9f0c8acd8fa842b8af803ed5734a0d /src/server/game/Movement/MotionMaster.cpp
parente2a97ba7e789748aaa46ace153382573fd7d7df5 (diff)
Core/Entities: Fix some weird movement due to los issues (#21125)
* Core/Entities: Fix some weird movement due to los issues - Made LoS check use collisionHeight instead of midsection. Value was too low. - Gnomes will now have a breath bar more quickly than for example a tauren. - Changes have been made to checking for ground z as well, some tweeking might be needed but removed most of the scattered +2.0f/+0.5f/we * Add 0.05f to isInAir check in Creature::UpdateMovementFlags
Diffstat (limited to 'src/server/game/Movement/MotionMaster.cpp')
-rw-r--r--src/server/game/Movement/MotionMaster.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 86487072b3b..ee668667f65 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -458,7 +458,7 @@ void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ)
float moveTimeHalf = speedZ / Movement::gravity;
float dist = 2 * moveTimeHalf * speedXY;
_owner->GetNearPoint2D(x, y, dist, _owner->GetOrientation() + angle);
- z = _owner->GetPositionZ() + _owner->GetMidsectionHeight();
+ z = _owner->GetPositionZ();
_owner->UpdateAllowedPositionZ(x, y, z);
MoveJump(x, y, z, 0.0f, speedXY, speedZ);
}
@@ -499,7 +499,7 @@ void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool
if (_owner->IsFlying())
point.z = z;
else
- point.z = _owner->GetMap()->GetHeight(_owner->GetPhaseMask(), point.x, point.y, z);
+ point.z = _owner->GetMapHeight(point.x, point.y, z);
init.Path().push_back(point);
}
@@ -577,11 +577,11 @@ void MotionMaster::ResumeSplineChain(SplineChainResumeInfo const& info)
void MotionMaster::MoveFall(uint32 id /*=0*/)
{
// use larger distance for vmap height search than in most other cases
- float tz = _owner->GetMap()->GetHeight(_owner->GetPhaseMask(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
+ float tz = _owner->GetMapHeight(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
if (tz <= INVALID_HEIGHT)
{
TC_LOG_DEBUG("misc", "MotionMaster::MoveFall: unable to retrieve a proper height at map %u (x: %f, y: %f, z: %f).",
- _owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
+ _owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ() + _owner->GetPositionZ());
return;
}